Fun game to play with a group of friends. I would recommend 5 player games. Anyone play it? Successful strategies for 4 or 5 player games?
Is Frequency jam too powerful?
Cheers
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Are you serious? With the nukes (4 random land territories flipped, those territories cannot be passed i.e permanent blockers) there is always a board that is different. The cards add an element of surprise. The Extra continents of 5 water and 3 moon open the board up with more connections between land continents.Army of GOD wrote:We own it, but I only remember playing it once and that was a long-ass time ago. I think we just didn't find it as fun as the original.
It's lots of fun, but the cards are almost too powerful.SIDI wrote:Fun game to play with a group of friends. I would recommend 5 player games. Anyone play it? Successful strategies for 4 or 5 player games?
Is Frequency jam too powerful?
Cheers

Can you elaborate? The basic map I usually go for Auz and keep grabbing cards. 2210 only has 5 turns and win condition of most points at the. I would usually choose a continent that is blocked by one of the 4 nukes.maasman wrote:It's lots of fun, but the cards are almost too powerful.SIDI wrote:Fun game to play with a group of friends. I would recommend 5 player games. Anyone play it? Successful strategies for 4 or 5 player games?
Is Frequency jam too powerful?
Cheers
I use basically the same strategy as on the original risk map.
The games my friends would play are just the original rules with the added cards and nuked regions. We never found the 5 turn limit to be enticing.SIDI wrote:Can you elaborate? The basic map I usually go for Auz and keep grabbing cards. 2210 only has 5 turns and win condition of most points at the. I would usually choose a continent that is blocked by one of the 4 nukes.maasman wrote:It's lots of fun, but the cards are almost too powerful.SIDI wrote:Fun game to play with a group of friends. I would recommend 5 player games. Anyone play it? Successful strategies for 4 or 5 player games?
Is Frequency jam too powerful?
Cheers
I use basically the same strategy as on the original risk map.

When the cards were done, you couldn't buy anymore. Also, every risk game I've played doesn't take very long at all. Either someone wins really quickly, or when its obvious the others can't win, we started over. Also, most of the time there were usually 1-2 players that didn't care very much, which really picked up the pace of the game.SIDI wrote:I see. What happens when you ran out of cards? Did you change how many you could buy? With 5 turns and 5 players games can last 3 to 5 hours. You guys must have had some serious marathons
